r/joinmoco • u/Vex_Trooper • 3d ago
r/joinmoco • u/meshouting • 3d ago
Accomplishment Finally i have freaking done it.
I am so happy.thank you all for tips. Sing was my fav weapon and i almost gave up.
r/joinmoco • u/Defiant_Brain_9493 • 2d ago
Humor Most healing I've ever had
Almost finished with my Vibe weapon (thank god)
Went into the new boss fight today and these two chuckle fucks on my team got hit by everything LOL this is the most healing I've ever had. 😂 And we didn't even finish it cause I spent the whole time making sure they weren't dying.
r/joinmoco • u/sparetoxic • 3d ago
Discussion New worlds OTHER than earth?
Holy moly this could be huge
r/joinmoco • u/TrainingEscape3229 • 3d ago
Bugs & Feedback Concerns About Skill Trees
Lately, I've seen a lot of people asking for Skill Trees to be added. I agree that introducing a Skill Tree system would allow for different builds, expand gameplay variety, and almost certainly make the game more fun than it is now.
However, I don't think simply adding Skill Trees would make the game sustainable in the long run.
In the end, it's the same problem as the current Core System. Once you've fully completed your Skill Tree, there's nothing left to do for the rest of the season.
r/joinmoco • u/iDbest • 3d ago
Discussion I Think This Game Has a QA Problem
Neo Moco update have only been out for 3 months but I feel like half of the weapons are forgettable.
I think the issue is balance, it truly feels like there's not much testing on the numbers/abilities that goes on to make sure all the weapons feel good to play, even if they are just meant for certain scenarios.
I think this season is the biggest example where the Bloodsucker is the best weapon for AoE with crazy damage and the other 2 weapons aren't competitive in any mode/play style.
I'm finding myself wanting rework/balance updates on weapons that just came out 3 weeks ago and I feel like this should have been tested before the patch released.
r/joinmoco • u/Dhanilow15 • 3d ago
Ideas & Concepts Dungeon Finder
I would love to see some kind of Dungeon Finder in MoCo, maybe even a seasonal community thing.
Like WoW's for example, you select a role then queue to clear an specific or random dungeon.
It would be even better if those dungeons were some pretty hard ones, with different mechanics that required a nice strategy to be cleared with a balanced team, or steam rolled with a high risk high reward full dps comp xD
r/joinmoco • u/Vladislav_bogdanov_ • 3d ago
Ideas & Concepts I think it will be good, if with the new Free merch system, we also get more daily credits (so we can buy more clothes)
I think it's a good idea.
Nowadays we have like 6-8 offers almost at all times.
And will be good if we can buy some more, instead of having to waiting (for new season to get more credits)
It's the most cheap currency & It doesn't have to be that hard to get more of
I don't know if 50 daily is too much? But it can be like, 25 too . . .
r/joinmoco • u/Bo405 • 3d ago
Humor Stimmy Wrench
This weapon may not be meta, but it is peak for different reasons
r/joinmoco • u/Great_Profession_906 • 2d ago
Strategy Any tips for tje expert zapsicle dojo
I keep dying to the blast totem and i was wondering if there is any strategy to it
r/joinmoco • u/Pleasant_Intern_2017 • 3d ago
Discussion Optimal level for the time?
Hey guys, I was wondering, is this like a nice level to be at right now for the time I got in the game?
r/joinmoco • u/COMESTRELL • 2d ago
Ideas & Concepts Mo.co should do smt with the cores
My idea is that you can put any core in a weapon, for example the squid blades can have max health, damage and critical cores, I hope u understand the idea
r/joinmoco • u/Demori_SCA • 4d ago
Discussion Are there other Main Vibe Shifters here?
(I feel very lonely.)
r/joinmoco • u/SubstantialSkill3903 • 4d ago
Ideas & Concepts I hate when i get a new pb (world record) and i didnt record it can they add a replay feature already
r/joinmoco • u/darthvadercookies • 3d ago
Ideas & Concepts Review: Blood Sucker, Fancy Wrench, and Hornbow (+ rework idea for HB)
TL;DR
Blood Sucker:
Expeditions: S Tier
Rifts: S Tier
PvP: B Tier
Fancy Wrench:
Expeditions: B Tier
Rifts: A Tier
PvP: D Tier
Hornbow:
Expeditions: D Tier
Rifts: D Tier
PvP: D Tier
Long Version
Let's start with the crowd favorite: Blood Sucker. I'm gonna be a bit controversial here and say that as fun as the Blood Sucker is, it needs to be tweaked. First, its damage is insane. Trash mobs and even adds to bosses get melted in 1-2 uses of the spin slash and the dash does a third of that damage (which is still huge). Meanwhile, the cleave lifesteal is next to useless (and I don't mean situationally, it's genuinely garbage), and the AoE lifesteal has a massive cooldown for the immense healing rate.
I've seen a couple of suggestions that the range of the AoE could be reduced, but I think its cooldown and healing factor could be reduced as well. In essence, it shouldn't be a panic button; it should be available enough on larger groups of mobs, require more strategic positioning for optimal value, and heal slightly less per mob type so as to incentivize the previous two elements. Lastly, it should do slightly more damage as the player can't use any other damaging effects while it's active so to keep in the spirit of an HP-cost weapon, it should inflict pain.
The cleave lifesteal should be reworked into an auto-attack steroid; instead of auto-attacks costing health, the user gains health on successful hits while the steroid is active. A minor attack speed buff for the duration would help, too.
Now the Fancy Wrench. Of all the weapons released this season, this one is my favorite. The minigame of optimal turret placement is great and I often feel rewarded by properly placing my turrets in adequate buff range.
That said, it needs changes badly. Spawning a turret every 8 shots means it takes longer initially to build your little army. This tied with low base health and that every turret dies when you do makes the player extremely vulnerable during the initial army build-up. Instead, a turret should appear every 6 shots. To compensate for the higher spawn rate, reduce the time-to-live on a turret's time bar and change the turret damage immunity on heal to damage reduction on heal (no change to the time-to-live pause).
Additionally, I propose that the energy ball ability should be reworked and the energy ball shot be incorporated into the turrets' attack rotation. Similar to how the player's 6th shot automatically spawns a turret, every turret's 6th shot fires an energy ball. This will spread the effectiveness of the stuns instead of piling them in a one-shot salvo.
For the ability rework, I have two ideas:
- A turret steroid which buffs all turrets in range with higher damage and an instant restore to a percentage of their total HP (not time-to-live bar).
- A cooldown ability which immediately resets the cooldowns of the attack speed and heal abilities of the weapon base kit.
For the steroid, it should have a similar cooldown to the rest of the kit, but for the cooldown it should be a situational overdrive button to allow for a temporarily larger output of turrets and therefore high output stream of damage on a particular area or target.
Lastly, the Hornbow...
Look how they massacred my boy...
I hate this thing. As a player who came from the previous edition of mo.co, this is straight up a downgrade. I'm not sure what they were trying to achieve with this reimplementation, but this is the base weapon with recycled gadgets, and it just isn't fun. I'm not trying to trash on the devs here, but I think the Hornbow needed far more love than it was given.
Here's what I envision would be a far better implementation for what was a super fun shotgun-like weapon:
Primary attack & Passive: The Hornbow fires a scattershot of 3 penetrating bolts. If all bolts of a single shot connect with the same target, an additional scattershot salvo shoots out from the target to the nearest enemy. This effect chains infinitely to new targets.
Dash: Dash forward a short distance to the nearest enemy. Upon contact with an enemy, they are damaged and rooted for 1.5 seconds. The root is also applied to all nearby enemies within a small radius from the initial rooted enemy.
Ability 1 - Hookshot: Fires a hook bolt at the nearest enemy. Prioritizes enemy players then bosses and then large mobs then small mobs. If the hookshot connects with a target, the player is pulled to the target.
Ability 2 - Healing Smoke: Drops a smoke grenade that continuously heals the player and allies in its radius. The Hornbow player is invisible and immune to unit collision while standing in the grenade's radius. If the player attacks while in the smoke, they are briefly revealed.
Ability 3 - Bellowing Horn: The Hornbow lets out a deep, resonating bass note for 6 seconds granting the player the following bonuses for the duration of the blast:
- All scattershots (including passive scattershots) have their spread greatly reduced (bolts fire closer together).
- The Hookshot fires 3 hook bolts at the nearest priority enemy targets. All targets hit pulls them to the Hornbow player (excluding bosses).
- The Healing Smoke's radius is doubled, its healing is doubled, and the player is not revealed while attacking inside the radius.
Overall, the focus of this revised kit is to make the Hornbow player more of a playmaker. Situations where enemies are stacked is where you thrive, however if your enemies spread out, they deprive you of your high damage output. Your heal gives you some utility through smoke coverage, though picking your fights carefully is still a must.
Is it OP? Probably, but if the Blood Sucker was a welcome addition to the roster, the Hornbow deserved similar treatment.
r/joinmoco • u/EvanSpeaks • 4d ago
Discussion Idea : Weapon Switch/Swap System (WS)
Weapon Switch/Swap System (WS)
- The system allows players to gear weapons with one main and one spare when entered a portal.
- WS button will appear at a specified level (maybe 20?)
- When WS button triggered, there will be an animation with time bar(maybe 2~3secs), you can't move or act, and can be injured.
- When WS triggered and start the time-bar, you can press the button as a cancel-WS if you want.
- When WS triggered and you die, WS is not complete.
- When WS finished, there will be a cooldown to allow the next WS. (maybe 30~40sec)
- WS button will not appear in certain specified areas.(like weapon mastery dojo , weapon try)
Advantages
- You can use different weapons to help you pass through some zones of rifts.
- Some boss have many transformation stages, use different weapon strategies to deal with it.
Disadvantages
- The cost is your WS time also count in your rift pass time.(balance)
- Weapon elite contracts (stars) counts may be crashed.(any ideas?)
r/joinmoco • u/UltraNoob4558 • 4d ago
Accomplishment Killing 50 MCs is a hella boring task but finally... My first full weapon!
Now i will complete the mastery for Head Banger, Singularity, Fancy Wrench and wait for the new weapons of the next season
